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Diaftia's Hybrid mods V1 - UPDATED: 12/1/09 FINAL

By diaftia · Aug 12, 2009in Completed Mods/Themes💬 950 posts👁️ 132,666 views
Page 37 of 38
Posted Nov 30, 2009 · 06:26 UTC#901

I know there are some incredibly intelligent people on here and Im sure most of them will consider this relatively simplistic, but...

 

This is an awesome set of mods but I sure do miss the "all in one" that had steps consisting of:

1) download the file

2) extract it to an SD card

3) boot off the SD card

4) copy everything from the SD dir A to destination dir A

5) copy everything from the SD dir B to destination dir B

6) reboot

 

Why does everything have to be so darn difficult? I mean, REALLY?

Posted Nov 30, 2009 · 18:09 UTC#902
I know there are some incredibly intelligent people on here and Im sure most of them will consider this relatively simplistic, but...

 

This is an awesome set of mods but I sure do miss the "all in one" that had steps consisting of:

1) download the file

2) extract it to an SD card

3) boot off the SD card

4) copy everything from the SD dir A to destination dir A

5) copy everything from the SD dir B to destination dir B

6) reboot

 

Why does everything have to be so darn difficult? I mean, REALLY?

 

All of that is in the first post and in a word doc in the zip file you download. I am not sure what you are looking for other than this:

 

Also make sure you have a full back up of your FLASHDISK. Really, you are going to edit a lot of files here and it will be nice to go back if you want/need to.

ONCE SD card is in and your AVIC is booted into testmode:

 

1. Click Start - Programs, Explorer then click on SD Card

2. Click on Start Again - Programs - Explorer then click on My FlashDisk - you should now have 2 Explorer folders open in the quick start menu at the bottom of your windows screen.

3. Using the SD card window click on the folder called Copy and Paste to APl2-iGo.

4. Scroll your pointer over the 5 files titled "bnt.ttf", "DATA.zip", “Branding.zipâ€, “Digital.ttf†and "sys.txt" to select them all. If you want to show sky in the 3D map mode then edit out the semicolons in the [map] section of the sys.txt file before copying over to the AVIC.

5. Go up to EDIT at the top window click COPY

6. Go to the FLASHDISK explorer window at the bottom of the screen and open it

7. Navigate to APL2-iGo

8. Click EDIT at the top window and PASTE

9. When the prompt comes up asking you if you want to change files click the option that says "YES ALL" wait for it to copy files (because you made that backup right?)

10. Go back to your SD card explorer window hit the back button at top of the screen and then go to the folder titled "Copy and Paste in APL2-iGo-Content-Speedcam" and open it

11. Scroll and Copy 3 files here Red_Light_Camera_us.txt, Speed_Trap.txt, and SpeedcamUpdates.spud

12. Now switch back to your Flashdisk explorer window and now click on Content, Speedcams EDIT - PASTE - YES ALL (Really, you made that backup?)

13. Go back to your SD card explorer window hit the back button at top of the screen and then go to the folder titled "Copy and Paste in APL2-iGo-Content-SCHEME" and open it

14. Highlight and Copy 4 files here Pioneer_red_day.zip, Pioneer_red_night.bmp, Pioneer_blue_day.zip and Pioneer_blue_night.zip.

15. Now switch back to your Flashdisk explorer window and navigate to My FlashDisk/APL2/iGo/Content/SCHEME. Select EDIT - PASTE - YES ALL to copy the files to the MyFlashDisk/APL2/iGo/Content/SCHEME folder.

16. You need to delete the save files so that your settings are built fresh with these new mods. They are in “My Flash Disk\User\UserData\iGo\save. Everything should be deleted except for a favorites.dat file if you have one.

17. Power off your ignition to turn the AVIC off.

18. Pop out your SD CARD and then power back on to restart AVIC.

 

I am going to work on packaging the non-msn version a little neater the next release which I can hopefully package up tonight. But if you want to use the non-msn version, use everything in the main zip file PLUS the non-msn data.zip (overwrite it).

 

Alex

Posted Nov 30, 2009 · 21:46 UTC#903

Hi Diaftia,

please remember keeping the "Traffic" button in non-MSN version!

Posted Nov 30, 2009 · 23:16 UTC#904
Hi Diaftia,

please remember keeping the "Traffic" button in non-MSN version!

 

I keep all files in the structure in the non-msn version. All I do is change the navigatemap800.ui file so that MSN is removed from being displayed. Otherwise they are the same. Should be very easy for you to add in since you are in the EU and need the traffic button added. If you tell me what you need that button to point to I can put it in there so all you have to do is remove the comment. I need what the onrelease= value would be for the button you want to add.

Posted Dec 01, 2009 · 01:12 UTC#905
Hi Diaftia,

please remember keeping the "Traffic" button in non-MSN version!

 

I keep all files in the structure in the non-msn version. All I do is change the navigatemap800.ui file so that MSN is removed from being displayed. Otherwise they are the same. Should be very easy for you to add in since you are in the EU and need the traffic button added. If you tell me what you need that button to point to I can put it in there so all you have to do is remove the comment. I need what the onrelease= value would be for the button you want to add.

 

Ok, what I need is very simple:

The onrelease must be the same as in the MSN version - I just need the traffic button (AJG_menu_4_4.bmp) with the original function of the MSN version! Bacause this function in EU is TMC function!

THX

Posted Dec 01, 2009 · 02:15 UTC#906
I know there are some incredibly intelligent people on here and Im sure most of them will consider this relatively simplistic, but...

 

This is an awesome set of mods but I sure do miss the "all in one" that had steps consisting of:

1) download the file

2) extract it to an SD card

3) boot off the SD card

4) copy everything from the SD dir A to destination dir A

5) copy everything from the SD dir B to destination dir B

6) reboot

 

Why does everything have to be so darn difficult? I mean, REALLY?

 

Diaftia - cmh had a AO1 version that was pretty much dummy proof. Some people STILL figured out a way to mess up the install. cmh combined testmode with the zip to auto install.

Posted Dec 01, 2009 · 05:36 UTC#907

Just my opinion, but if someone can't follow simple instructions to mod their unit then they probably should not be modding it. If something went wrong they probably would not have a clue how to get it working again and if they can't follow instructions then how will you instruct them on how to fix it.

Posted Dec 01, 2009 · 10:26 UTC#908

Diaftia - cmh had a AO1 version that was pretty much dummy proof. Some people STILL figured out a way to mess up the install. cmh combined testmode with the zip to auto install.

 

Due to the fact that I (and I guess everyone else from Europe) always do some changes into sys.txt and I do some additional changes into date.zip (change some grephics, etc.), I don't think an auto install is such a good idea!!!

Posted Dec 01, 2009 · 16:51 UTC#909

@dozer.hh

 

Um den gewünschten Button zu installieren, ich habe ihn seit mittlerweile 2 Monaten, ist ganz praktisch, mußt Du nur 2 Zeilen in der ui_pioneer\800_480\ui\navigatemap_800_480.ui verändern und das Bild tauschen, das wars!

Mehr will ich aber nicht verraten, wir wissen beide warum!

Posted Dec 01, 2009 · 18:11 UTC#910
Hi Diaftia,

please remember keeping the "Traffic" button in non-MSN version!

 

I keep all files in the structure in the non-msn version. All I do is change the navigatemap800.ui file so that MSN is removed from being displayed. Otherwise they are the same. Should be very easy for you to add in since you are in the EU and need the traffic button added. If you tell me what you need that button to point to I can put it in there so all you have to do is remove the comment. I need what the onrelease= value would be for the button you want to add.

 

Ok, what I need is very simple:

The onrelease must be the same as in the MSN version - I just need the traffic button (AJG_menu_4_4.bmp) with the original function of the MSN version! Bacause this function in EU is TMC function!

THX

 

OK I am about to release but its all in there. You only need to edit the top level of the new menu. The menu is in there just commented out. So just go in and edit it. Very simple.

Posted Dec 01, 2009 · 18:13 UTC#911
I know there are some incredibly intelligent people on here and Im sure most of them will consider this relatively simplistic, but...

 

This is an awesome set of mods but I sure do miss the "all in one" that had steps consisting of:

1) download the file

2) extract it to an SD card

3) boot off the SD card

4) copy everything from the SD dir A to destination dir A

5) copy everything from the SD dir B to destination dir B

6) reboot

 

Why does everything have to be so darn difficult? I mean, REALLY?

 

Diaftia - cmh had a AO1 version that was pretty much dummy proof. Some people STILL figured out a way to mess up the install. cmh combined testmode with the zip to auto install.

 

Yeah I remember that... it was a self extracting scripted install right? How did that work anyway? I am not even sure what he did to make that happen. Was it a custom written script?

Posted Dec 01, 2009 · 18:15 UTC#912

Diaftia - cmh had a AO1 version that was pretty much dummy proof. Some people STILL figured out a way to mess up the install. cmh combined testmode with the zip to auto install.

 

Due to the fact that I (and I guess everyone else from Europe) always do some changes into sys.txt and I do some additional changes into date.zip (change some grephics, etc.), I don't think an auto install is such a good idea!!!

 

Good point. Really I am not too sure I want to invest time into something that really is going to offer no gain into the functionality of the mod. As it is I am at my limit on what I can accomplish with work and personal life. I cant remember the last time I was in bed before midnight. After I release this new mod I will probably do that for a bit. ;)

Posted Dec 01, 2009 · 19:08 UTC#913
@dozer.hh

Um den gewünschten Button zu installieren, ich habe ihn seit mittlerweile 2 Monaten, ist ganz praktisch, mußt Du nur 2 Zeilen in der ui_pioneer\800_480\ui\navigatemap_800_480.ui verändern und das Bild tauschen, das wars!

 

Sounds easy, so I will have a look at it! ;-)

 

Mehr will ich aber nicht verraten, wir wissen beide warum!

 

Is this an allusion to what was happening at motor-talk.de?

 

OK I am about to release but its all in there. You only need to edit the top level of the new menu. The menu is in there just commented out. So just go in and edit it. Very simple.

 

 

Ok, this seems to be simmilar to what "111299" says! I think I will accomplish that!

 

Good point. Really I am not too sure I want to invest time into something that really is going to offer no gain into the functionality of the mod. As it is I am at my limit on what I can accomplish with work and personal life. I cant remember the last time I was in bed before midnight. After I release this new mod I will probably do that for a bit. ;)

 

Most of all don't slight your family!! :wink:

You're doing really great work on that mod and I can really imagine, how much time you spend with that!!

Posted Dec 01, 2009 · 20:41 UTC#914

I have started a new thread for the next release since some people like this smaller menu. I will fix this version tonight so that the searches work again and it will most likely be my last update to this mod.

 

List of changes in that thread are:

 

  • Toggle for illustrated text (freeway and exit signs can have logos).
    Toggle for solid or opaque backgrounds when navigating.
    Fix for when going 2d up not staying centered when signpost appears.
    Speedcam fix where disabling one would still show the distance to the speedcam.
    New menu system including adding a route section and new poi search icons and back button.
    New menu button when not in route.
    Brought back the cool speedometer screen (used the on-map version from IDT's mods) and added icon.
    New custom search button that goes directly to a search box and does a large radius search in all categories. From what I can tell it will go out at least 450 miles.
    Fixed the searching bug from the old version.
    Fixed a case where deleting a route while in simulate mode would put you on the route screen and would not let you leave.
    Screen off with time
    Current street can be set to on, off or when navigating now.
    Revamped settings screen so things are easier to find.
     
    Bunch of other small things.

 

Here is the link to the new thread:

 

viewtopic.php?f=34&t=29404&start=0

Posted Dec 02, 2009 · 01:55 UTC#915

Just to give you the heads up, the mod is still giving me memory issues. Even with your mod in stock. I did not receive an error message but constant restarts when hitting the home key, which again is a memory issue, as when memory is at an end, windows restarts. I am wondering if it is conflicting with another mod that I have in the system. The weird thing is that this is the ONLY NAV mod that has any memory issues with my mods. I have used DPHursts mods and ALL of IDT's mods with NO MEMORY ISSUES! I will try your new mod and keep you posted.

Posted Dec 02, 2009 · 06:25 UTC#916
Just to give you the heads up, the mod is still giving me memory issues. Even with your mod in stock. I did not receive an error message but constant restarts when hitting the home key, which again is a memory issue, as when memory is at an end, windows restarts. I am wondering if it is conflicting with another mod that I have in the system. The weird thing is that this is the ONLY NAV mod that has any memory issues with my mods. I have used DPHursts mods and ALL of IDT's mods with NO MEMORY ISSUES! I will try your new mod and keep you posted.

 

To add to that you are the only one that is having this problem. How much free space on your flash disk?

Posted Dec 02, 2009 · 08:42 UTC#917

Hi friends,

I'm a new member from Germany here - reading a lot and using Diaftia's mod.

I have the same problem with the memory-leaks. Both versions (11/05 and 12/01) crashing short time after starting a new route. The Error is reproducible with "Simulation/Flyover" on my Avic F900F AND also on the PC-Emulator!

"Out of memory, Requested: -1185182, Cache: 487285"

I'm using EU-Version and TA-Maps of Germany.

All other mods are running well.

Hope Diaftia can find a solution for this.

Greets

Posted Dec 02, 2009 · 09:39 UTC#918

One more to the memory-Prob:

I just tested and find out that the "Out of memory" ist connected with the "Scrolling next road-Name". I switched of this in the "Navigation Screen Details / Next info when navigating" and I get no "Out of memory" any more.

 

So Diaftia please look at this...

 

Thanks in advance!

 

Horizont

Posted Dec 02, 2009 · 12:44 UTC#919
Just to give you the heads up, the mod is still giving me memory issues. Even with your mod in stock. I did not receive an error message but constant restarts when hitting the home key, which again is a memory issue, as when memory is at an end, windows restarts. I am wondering if it is conflicting with another mod that I have in the system. The weird thing is that this is the ONLY NAV mod that has any memory issues with my mods. I have used DPHursts mods and ALL of IDT's mods with NO MEMORY ISSUES! I will try your new mod and keep you posted.

 

To add to that you are the only one that is having this problem. How much free space on your flash disk?

I cleared abou 235mb of maps prior while troubleshooting this and it did no good. i still have about 250mb free. Could the ez rider be the culprit? I dont even know what one i have installed, just that it is good for buildings

Posted Dec 02, 2009 · 13:00 UTC#920

Hi ABB1,

see my post above, does it work for you too?

Greets Horizont

Posted Dec 02, 2009 · 13:04 UTC#921
One more to the memory-Prob:

I just tested and find out that the "Out of memory" ist connected with the "Scrolling next road-Name". I switched of this in the "Navigation Screen Details / Next info when navigating" and I get no "Out of memory" any more.

 

So Diaftia please look at this...

 

Thanks in advance!

 

Horizont

So, I am not the only one! I am sure that there are a lot of others too that are just switching mods when it does not work instead of spending the time to troubleshoot it. The problem related here is not 'scrolling next road name' because I get memory errors in different locations all involving routes. The problem is the cache size. Just by looking at the size of your DATA.zip compared to other NAV mods, yours is greater in size by about 40%. This in turn is a much more demanding program utilizing more cache than the other NAV mods. The program works fine when just using normally, but when putting in routes, trying to record info, putting in multiple other Data, it then just overloads the system cache. This was a big problem with Win 98 in the olden days. In the system.txt file you have 2048 cache under the 'debug' heading! What is that for? Can it solve the problem by increasing this figure to 4096? Me adding the ui_igo file in the DATA.zip, so that I can use DPHursts schemes probably also does not help matters as it utilizes cache as well, but I cannot do without his schemes as PIONEERs schemes are total garbage

Posted Dec 02, 2009 · 13:04 UTC#922
One more to the memory-Prob:

I just tested and find out that the "Out of memory" ist connected with the "Scrolling next road-Name". I switched of this in the "Navigation Screen Details / Next info when navigating" and I get no "Out of memory" any more.

 

So Diaftia please look at this...

 

Thanks in advance!

 

Horizont

So, I am not the only one! I am sure that there are a lot of others too that are just switching mods when it does not work instead of spending the time to troubleshoot it. The problem related here is not 'scrolling next road name' because I get memory errors in different locations all involving routes. The problem is the cache size. Just by looking at the size of your DATA.zip compared to other NAV mods, yours is greater in size by about 40%. This in turn is a much more demanding program utilizing more cache than the other NAV mods. The program works fine when just using normally, but when putting in routes, trying to record info, putting in multiple other Data, it then just overloads the system cache. This was a big problem with Win 98 in the olden days. In the system.txt file you have 2048 cache under the 'debug' heading! What is that for? Can it solve the problem by increasing this figure to 4096? Me adding the ui_igo file in the DATA.zip, so that I can use DPHursts schemes probably also does not help matters as it utilizes cache as well, but I cannot do without his schemes as PIONEERs schemes are total garbage

Posted Dec 02, 2009 · 18:34 UTC#923
One more to the memory-Prob:

I just tested and find out that the "Out of memory" ist connected with the "Scrolling next road-Name". I switched of this in the "Navigation Screen Details / Next info when navigating" and I get no "Out of memory" any more.

 

So Diaftia please look at this...

 

Thanks in advance!

 

Horizont

So, I am not the only one! I am sure that there are a lot of others too that are just switching mods when it does not work instead of spending the time to troubleshoot it. The problem related here is not 'scrolling next road name' because I get memory errors in different locations all involving routes. The problem is the cache size. Just by looking at the size of your DATA.zip compared to other NAV mods, yours is greater in size by about 40%. This in turn is a much more demanding program utilizing more cache than the other NAV mods. The program works fine when just using normally, but when putting in routes, trying to record info, putting in multiple other Data, it then just overloads the system cache. This was a big problem with Win 98 in the olden days. In the system.txt file you have 2048 cache under the 'debug' heading! What is that for? Can it solve the problem by increasing this figure to 4096? Me adding the ui_igo file in the DATA.zip, so that I can use DPHursts schemes probably also does not help matters as it utilizes cache as well, but I cannot do without his schemes as PIONEERs schemes are total garbage

 

Finally other people are chiming in. Its better when that happens so I have something to go on.

 

My mods do have a lot of bells and whistles. Each of these bells and whistles does take memory to function. I think I might need to start setting them to off by default rather than on. If people want to start turning them on they can do so. I think with all of the bells and whistles I might be exceeding the limits of what the hardware can do. It is so odd that some people have this problem and some don't. I have been using my mods for months and have never once had a memory error. As you can imagine this makes it hard to troubleshoot.

 

The cache size parameter is one that IDT had in his mods. There is a default value, I am sure, if not specified. Feel free to comment it out or change it and let me know what happens.

 

As far as the file size is concerned this is partially due to 3 things. One is the audio files for the spoken warning. This is about 1.5MB. The other thing is some branding files that N-S-E-W put into the mods before I started modding them. He had mentioned to me that I might want to take them out since I include an external branding file. That is about 2mb from what I can remember. The other things are the menu images and other supporting images for all the cool screens. Cool screens are nice but they take images to render and those images can add up. I have not ran a lot of them through the igo image converter. I will try to do that. I think I can reduce the size of my mods by at least 5mb I am just not sure that will help the cache thing, but it might. If anything it will free up space on the units. I am not sure if BMP's being smaller translates into less memory used. If it does, that should help.

 

If anyone has any experience from a coding perspective on how to keep caches clear please chime in. I will be more than happy to go through the code and apply any techniques that make things more efficient.

Posted Dec 02, 2009 · 18:56 UTC#924
I am not sure if BMP's being smaller translates into less memory used. If it does, that should help.

It will, but you have to be careful. Converting a 32bit bitmap to 24 bit will utilize less cache but the transparency that you have in a lot of your textures will be gone. As far as visual appearance goes, there is little affected between 24 and 32 bmp, so I would not try to mess with any bmp's with transparency. The others should be ok though.
Posted Dec 02, 2009 · 19:20 UTC#925
Finally other people are chiming in. Its better when that happens so I have something to go on.

 

My mods do have a lot of bells and whistles. Each of these bells and whistles does take memory to function. I think I might need to start setting them to off by default rather than on. If people want to start turning them on they can do so. I think with all of the bells and whistles I might be exceeding the limits of what the hardware can do. It is so odd that some people have this problem and some don't. I have been using my mods for months and have never once had a memory error. As you can imagine this makes it hard to troubleshoot.

 

The cache size parameter is one that IDT had in his mods. There is a default value, I am sure, if not specified. Feel free to comment it out or change it and let me know what happens.

 

As far as the file size is concerned this is partially due to 3 things. One is the audio files for the spoken warning. This is about 1.5MB. The other thing is some branding files that N-S-E-W put into the mods before I started modding them. He had mentioned to me that I might want to take them out since I include an external branding file. That is about 2mb from what I can remember. The other things are the menu images and other supporting images for all the cool screens. Cool screens are nice but they take images to render and those images can add up. I have not ran a lot of them through the igo image converter. I will try to do that. I think I can reduce the size of my mods by at least 5mb I am just not sure that will help the cache thing, but it might. If anything it will free up space on the units. I am not sure if BMP's being smaller translates into less memory used. If it does, that should help.

 

If anyone has any experience from a coding perspective on how to keep caches clear please chime in. I will be more than happy to go through the code and apply any techniques that make things more efficient.

 

So where in the data.zip are these branding files from N-S-E-W in case I (or others) would like to remove then to reduce the size?

 

I am about to try out you V2 mod to see how it goes. Thanks for the great work.

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